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http://www.matrixgames.com/forums/tm.asp?m=3185062" t! `$ Y* b& j
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已经共享到岛群QQ和本论坛置顶资源帖8 G5 v8 l8 m3 T% \. G
) w) U6 V- X4 l; y大量更新,详见列表:0 g) E5 c/ \6 c9 H* b
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: V0 ?, d) T6 B" k6 {0 X; P- EChange History:9 a% C3 t" g/ `, V; A2 f. u
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)( P6 o: Y9 `! Q5 D6 u% N1 m: Z
1. Seventh Update – This release is a comprehensive release updating all previous) D' Z$ f: b6 Q
versions to v1.01.17 beta
$ a5 t+ E- b9 p8 q) a2. Code Changes
' t! E5 X: |) {$ AFixed+ |7 b' x# K+ i2 w; ?
1. Display of AF/Port icon between player saves based on player's intel
1 C5 q2 V8 i( t! V2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
, B( ]% `6 ]. Pweapon list updated
" \. L8 T' L ?$ D3. Reported cargo/troop safety values incorrect when no cargo/troop space
8 [. q! U2 C: r2 n4. Allow smaller 'reserve' space for small groups on ships+ y& t ~5 k% L- F E# t6 F
5. Preserve some more data when swapping fragment and parent to prevent lost of parent( ?; P) A9 ~$ B1 Q: o) E
6. Correct attacking plane count before final post-air combat
0 |! X( \+ ]* t9 S3 b# B7. Pilot promotion may have occured in error sometimes7 L) A8 g7 y0 l% u# k. ~
8. Raid detect message sometimes dropped of the combat report
# ]( D$ l: L; H! j9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
5 U7 Q- j9 U) F2 @, Pgenerally
0 e, L* E5 D$ ~, e* J' i% C; O10. Some pilot-leader connections were being corrupted
+ s+ I+ S3 }! f3 G3 @# k+ p, b9 E# X11. Movement bug with following units due to incorrect move indicator. Seems to fix a few0 v0 w5 f8 x0 n) E I
other move issues due to the incorrect indicator
5 S/ e# e! ~, z" D12. Wrong ship sometimes reported in Ops report for TF movement which causes some$ ^1 y1 n" o" I1 Y
damage3 ~+ b/ }3 p# x; q
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ o1 `6 \3 G' {, U; ~14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
. B, {5 \# v" ?: `5 tdate sort
) V) _( a7 `$ E5 }# T# t15. ASW groups not allowed to attack sometimes
" ^& _- V- I7 z16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
" z( p' ?3 z* H2 B! ]9 s) AHQ/LCU to jump to reinforcement queue$ ^) O+ `! \# R, v, j9 F1 M
17. Bug in bomber intercept if too many rounds of fighter v fighter combat6 i- P0 d/ `% }& l7 q# B4 A
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
2 r0 B2 C) {, x6 x8 Wat start of AE but crept back in sometime during updates9 J) w! U" G; y
19. Removed the fragment/parent swap during a TF unload as it could often orphan the- O; q" w0 W- G5 a% X3 V" C' N
fragment.
M- M; ]$ P% I' h% k20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
7 I5 M3 H; U0 P, _8 J O21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not' k- B" I: f4 T7 Y5 c; K6 ?
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full4 @3 u: ^8 u( P$ O
set( p$ l7 y8 q! Q2 Z9 L
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
. \" b, [/ W# O. A# T. L. q23. Enabled 'z' to speed up all animations; was commented out in a few animation replays' ?0 f7 o7 n% r; g5 V
24. Bug caused F/FB to sometimes bomb at low altitude
. t' C* b4 f6 }25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
, E& ?# H! |: voccurring properly.
8 `; r" h- L4 |; L% [26. Bug in Industry 'failed' indication not showing properly sometimes
% c" g8 i1 z" L6 G: l27. Location check at scenario load to include small map sceanrios) @: R# u0 w- I& C0 K O% B4 O
28. Bug in air supply to fragments in a non-friendly base hex
/ e# \# M7 o, b1 V1 z. a0 l29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was& w: }. t" ]/ x# L- L5 Z) r7 s8 k
being set to homebase before execution of the mission – ie was returning to base* f) A6 P4 |: e8 [
immediately
5 j; J" _ m! L/ D9 H( Q30. Error in Strategic map display
! m8 o& v7 J8 i" G+ m31. Additional and stockpile options were not turned off when base was captured3 J' |3 a- K8 |* ~+ G
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
9 n3 J' B/ I9 m/ f. Z1 W N3 Xmouse over4 C- E( d( h2 @. c9 Q$ y
33. Army experience being gained when not 100% prepared as per manual; changed to allow- a# j( l/ I9 G- K0 {5 X
chance to gain experience if >75% prepare and < 50% national exp level0 u6 L: ~+ J& |) g3 w
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to" D% M' L3 s: I
alleviate the incorrect experience gaining happening while in reinforcement queue: w! Y' A$ }- ]; f; U
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
) L }# W* |5 W! o& t T1 c8 S: lcaused unit to jump “off-rail” and move overland
2 _0 ^4 A' m/ ^ Z3 {36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ2 [. y) [& e5 _1 m
37. Excessive accident messages on unload from TF reported/ W- T! B7 o4 r. V' E2 {
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
( K) c4 ^# k: ^, L$ }merged causing smaller size unit than expected
7 _3 m% k- {* D. ~1 ?- H39. Corrected possible TOE error in scenario data load for inactive units9 A- O7 \% D9 r N
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can8 L9 ~8 z4 L$ }$ L. O" b
however be allowed to do this.) V9 k8 m g" _2 { D9 j
41. Possible CTD if sinking ship's load was a group3 b/ [- a a6 K7 a: _+ `: a
42. Limit the number of devices built from resources per unit during LCU replacements; this
$ X8 |1 p+ @/ u" s8 \was causing an over production for that turn; d- v: w: q4 k% @7 R
43. Retain day/night setting when creating group fragments+ f: Z6 b/ d) m$ G$ B' l8 @% r
44. Adjusted supply and fuel values in base list not to overrun the space
8 T" l$ J7 l! v0 J5 u2 a7 D45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but- V b7 q% q/ e( o+ k# j* }
added YMS to Sweep TF in line with manual and code
- Y+ }; v$ g8 `3 v$ O46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the) f$ I/ p" e% J; c
rule relates to the abundance of manpower and is not covered by replacement pool. Normal) k$ @2 O8 n) ?1 d2 K1 J
rebuilding of destroyed units is not affected by this.
5 i: v; m* ^8 N% ]& ^47. Carrier capable and trained text not showing together on Group screen+ q7 L; s+ A+ K8 k' a R, D
48. Handle any blank re-name changes by ignoring them
3 F/ q( |1 U3 l( v; T% L. l49. Possible CTD when air fragments combine( @9 |7 k: r& z' G- ]- a
50. Unloading TF can freeze a LCU onto a ship under some conditions
; F& j! r1 a0 e, X51. AI not behaving if main HQs missing (affects small map mainly)# e7 h9 \3 U' A7 ^( }
52. AI using AGC for normal land units – removed from TF if not needed
1 q+ H1 d$ C4 P7 @0 A: c+ g. H. j53. Soviet activation message not in Ops report
' a# v$ z% l5 ?3 i/ m54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range; C* @, ]: e& Y( V- a
55. Clear Soviet air balance if not activated. Possible incorrect base switching
$ u6 K, f4 h6 {/ i8 e6 n) I5 L$ U56. Sub attack against docked TF not happening for port size <3
2 L. S) N( G( w0 } V57. Unit type changing unexpectantly8 T, W: w' J+ r6 I7 g N8 K1 e
58. Torpedo replacement on plane sometimes is missed
4 J! b& C8 j# n5 B& q4 K59. Double handling of overstacked supply requirements
8 i I f8 d& [# K2 K60. Fixed alternate weapons for port attacks% ?1 C+ D, @$ H+ X5 v
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
' `0 A$ k3 L& f' @1 o) {' N( B/ wsometimer in the ship repair cycle.2 u( V D) ?' c
62. Ship tonnage over 32K could cause repairs to fail
9 I$ U: P8 s& V" g* X% \, LNew1 H1 _% o8 Q# X0 e/ [6 T; ~
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
" T; h2 @! M! h/ b7 q& [; aport
6 C* J& Z* a; z. m/ G( {5 G2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base., P, v# r+ Z* j) m; D% C8 W }, ~
Tenders not counted
* F3 p* y# v/ N$ a3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
, O/ Q3 f, ]- ^$ l$ Z( ^4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
( Y1 P) h- x5 K+ B% kto remove damaged ships from TF' c3 q8 v5 s7 `3 c& W4 m! w
5. New filter for “non-building” devices in Industry pool screen4 @. w* F9 f- w1 {1 l
6. New filter for “non-building” aircraft in Air Replacement pool screen9 I: p2 J2 z8 b
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy/ ^& x% l* h( F; l
mines (^) detected2 f) I0 X# ]0 j; F
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the, p; n' q) O0 _
‘button6..’ image files, then these will be shown. If not, by default there are shown as
9 B4 g" H/ w9 j/ D/ T$ r, Pstandard parachute unit icons
# d$ d% _) [+ Q/ t9. Air/port damage and building is shown in base mouse over0 j% v8 u0 S: M) Y4 U. B
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on9 c; s+ j4 D: S; o+ q: I! i
11. TF can be routed to stay within coastal hexes as much as possible
( j, g2 F5 `4 t% q' k, u12. On Top Pilot screen show the 'ace' cut-off value if more than 1
5 H9 h5 [; ^9 N) _$ p13. Added option on group and LCU reinforcement screen to turn off replacements
' x! r9 r2 u, B+ `* C3 j14. Current base can get supply returned to it when reserve planes returned which were& I y- Z( {% n) k
originally supplied from another base
% h! d' i# }# Q- E! j+ a$ D15. Unit type filter on Troop Loading screen& `# ~5 y2 D# r" T
16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations, _0 s x8 _' b$ @6 K
(complements fix 18 above)
) @4 v- s( a5 j& }! f) T2. Permanently increased pilot array to 70K
) z# ~) C+ |2 I! i3. Increased number of air combat rounds are a factor of total aircraft involved
4 J/ y, J4 ^2 o) ^; z2 Q4 h& U4. Allowed submap to submap movement if land connected for land units. Should have been, L4 L: Q9 U- M% }( M3 Q% X
so as per Andrew Brown4 z5 J8 E/ Y3 y
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message5 q( y- }" y' e, Z- P1 I
delay toggle instead- C# k( c* {8 E* d
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
+ c7 h: y* N+ @9 t% w6 Xmaintenace a bit more' s1 S4 L. U5 t: s( f
7. Support device replacements won't decrease the overall experience of LCU units. This does
( d7 o/ {9 G7 s( c' r! y) Vnot alter the overall EXP change due when any replacements are received.& X3 {( v" Z$ d4 d2 Q* _
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
- E9 s9 `. v0 C. Y. t9 Ibetween the two but could break current games.
! u( d- V/ K5 P9. Some LCU Prep points may be retained if unit is experienced! D7 x9 |. L1 r6 ]- ?: n
Notes
* r4 |- x4 `. W7 M% c1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
% ?3 [/ y5 M4 N, s5 G7 @) gshould not change player or HQ, even if not in play. These original HQs are used by the AI
' I$ a2 G3 E1 \7 o6 g& Yroutines so changing or deleting them can put the AI off. Changing other elements should7 X- R( ]4 h5 o5 O( ~) T1 g
be okay. O$ t4 y' q; s6 ]* T
2. Clarification to weapon filters for aircraft:) E- J9 O; e8 W7 d+ I2 s
PM_NAVAL_ATTACK 2 // used for naval attacks9 K: J: c% g, S4 {- @& L/ N* n" ?' `
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
" y7 _ {& R& P) v# M: w! CPM_LAND_ATTACK 8 // used for land (ground) attack
9 E2 P3 w4 m2 o- {$ B+ N' S: b7 oPM_PORT_ATTACK 16 // used for port attack+ k/ j, J- e/ ^$ y) B5 E# j
PM_AF_ATTACK 32 // used for AF attack
, B# G8 n. S. H4 `# dDropped any reference to secondary values for land and AF as they served no special use.2 k8 o$ `/ Z$ R& o; {* x% s
Clarification changes2 K! ^9 P/ I0 n$ U
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These9 t: g- ~: H( d5 W: F* J9 g
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),; z* `" O5 x/ B. I ?
MONGOLIA(91) or TANNU_TUVA(92).4 W0 A# z0 Q" \
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases/ l" |3 j( V8 S+ k9 s
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
' G, | ^+ {! s W3 T, J! ]6 [c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
6 f& m4 q& M% ^/ R }% \, kafter Soviets are activated, but can’t move/ A. x4 d$ ~' c0 S7 ~3 n
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
: I/ p" k6 M+ i7 j' ]; u8 P0 Jdisbanded in port.
! Y3 l6 `- Y6 f9 n+ ]5 z- Ae. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently) p# @4 E2 E4 h. }7 S& h( q$ D
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |